// protected virtual void OnPreRender() { UpdateHighlightingBuffer(); int aa = GetAA(); bool depthAvailable = (aa == 1); // In case MSAA is enabled in forward/vertex lit rendeirng paths - depth buffer is not available if (aa > 1 && (cam.actualRenderingPath == RenderingPath.Forward || cam.actualRenderingPath == RenderingPath.VertexLit)) { depthAvailable = false; } // Check if framebuffer depth data availability has changed if (isDepthAvailable != depthAvailable) { isDepthAvailable = depthAvailable; // Update ZWrite value for all highlighting shaders correspondingly (isDepthAvailable ? ZWrite Off : ZWrite On) Highlighter.SetZWrite(isDepthAvailable ? 0f : 1f); if (isDepthAvailable) { Debug.LogWarning("HighlightingSystem : Framebuffer depth data is available back again and will be used to occlude highlighting. Highlighting occluders disabled."); } else { Debug.LogWarning("HighlightingSystem : Framebuffer depth data is not available and can't be used to occlude highlighting. Highlighting occluders enabled."); } isDirty = true; } // Set global depth offset properties for highlighting shaders to the values which has this HighlightingBase component Highlighter.SetOffsetFactor(offsetFactor); Highlighter.SetOffsetUnits(offsetUnits); isDirty |= HighlighterManager.isDirty; isDirty |= HighlightersChanged(); if (isDirty) { RebuildCommandBuffer(); isDirty = false; } }
protected virtual void OnPreRender() { int aa = GetAA(); bool depthAvailable = (aa == 1); if (aa > 1 && (cam.actualRenderingPath == RenderingPath.Forward || cam.actualRenderingPath == RenderingPath.VertexLit)) { depthAvailable = false; } if (isDepthAvailable != depthAvailable) { isDepthAvailable = depthAvailable; Highlighter.SetZWrite(isDepthAvailable ? 0f : 1f); if (isDepthAvailable) { // Debug.LogWarning("HighlightingSystem : Framebuffer depth data is available back again and will be used to occlude highlighting. Highlighting occluders disabled."); } else { // Debug.LogWarning("HighlightingSystem : Framebuffer depth data is not available and can't be used to occlude highlighting. Highlighting occluders enabled."); } isDirty = true; } Highlighter.SetOffsetFactor(offsetFactor); Highlighter.SetOffsetUnits(offsetUnits); isDirty |= HighlighterManager.isDirty; isDirty |= HighlightersChanged(); if (isDirty) { RebuildCommandBuffer(); isDirty = false; } }
// protected virtual void OnPreRender() { bool updateHighlightingBuffer = false; int aa = GetAA(); bool depthAvailable = (aa == 1); if (cam.actualRenderingPath == RenderingPath.Forward || cam.actualRenderingPath == RenderingPath.VertexLit) { // In case MSAA is enabled in forward/vertex lit rendeirng paths - depth buffer is not available if (aa > 1) { depthAvailable = false; } // In case camera clearFlags is set to 'Depth only' or 'Don't clear' in forward/vertex lit rendeirng paths - depth buffer is not available if (cam.clearFlags == CameraClearFlags.Depth || cam.clearFlags == CameraClearFlags.Nothing) { depthAvailable = false; } } // Check if framebuffer depth data availability has changed if (isDepthAvailable != depthAvailable) { updateHighlightingBuffer = true; isDepthAvailable = depthAvailable; // Update ZWrite value for all highlighting shaders correspondingly (isDepthAvailable ? ZWrite Off : ZWrite On) Highlighter.SetZWrite(isDepthAvailable ? 0 : 1); if (isDepthAvailable) { Debug.LogWarning("HighlightingSystem : Framebuffer depth data is available back again. Depth occlusion enabled, highlighting occluders disabled. (This message is harmless)"); } else { Debug.LogWarning("HighlightingSystem : Framebuffer depth data is not available. Depth occlusion disabled, highlighting occluders enabled. (This message is harmless)"); } } updateHighlightingBuffer |= (highlightingBuffer == null || cam.pixelWidth != cachedWidth || cam.pixelHeight != cachedHeight || aa != cachedAA); if (updateHighlightingBuffer) { if (highlightingBuffer != null && highlightingBuffer.IsCreated()) { highlightingBuffer.Release(); } cachedWidth = cam.pixelWidth; cachedHeight = cam.pixelHeight; cachedAA = aa; highlightingBuffer = new RenderTexture(cachedWidth, cachedHeight, isDepthAvailable ? 0 : 24, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Default); highlightingBuffer.antiAliasing = cachedAA; highlightingBuffer.filterMode = FilterMode.Point; highlightingBuffer.useMipMap = false; highlightingBuffer.wrapMode = TextureWrapMode.Clamp; if (!highlightingBuffer.Create()) { Debug.LogError("HighlightingSystem : UpdateHighlightingBuffer() : Failed to create highlightingBuffer RenderTexture!"); } highlightingBufferID = new RenderTargetIdentifier(highlightingBuffer); cutMaterial.SetTexture(ShaderPropertyID._HighlightingBuffer, highlightingBuffer); compMaterial.SetTexture(ShaderPropertyID._HighlightingBuffer, highlightingBuffer); Vector4 v = new Vector4(1f / (float)highlightingBuffer.width, 1f / (float)highlightingBuffer.height, 0f, 0f); cutMaterial.SetVector(ShaderPropertyID._HighlightingBufferTexelSize, v); } // Set global depth offset properties for highlighting shaders to the values which has this HighlightingBase component Highlighter.SetOffsetFactor(offsetFactor); Highlighter.SetOffsetUnits(offsetUnits); RebuildCommandBuffer(); }
/// <summary> /// Render highlighting to the highlightingBuffer using frameBuffer.depthBuffer. /// </summary> /// <param name="frameBuffer">Frame buffer RenderTexture, depthBuffer of which will be used to occlude highlighting.</param> public void RenderHighlighting(RenderTexture frameBuffer) { // Release highlightingBuffer if it wasn't released already if (highlightingBuffer != null) { RenderTexture.ReleaseTemporary(highlightingBuffer); highlightingBuffer = null; } if (!isSupported || !enabled || !go.activeInHierarchy) { return; } int aa = QualitySettings.antiAliasing; if (aa == 0) { aa = 1; } bool depthAvailable = true; // Check if frameBuffer.depthBuffer is not available, contains garbage (when MSAA is enabled) or doesn't have stencil bits (when depth is 16 or 0) if (frameBuffer == null || frameBuffer.depth < 24) { depthAvailable = false; } // Reset aa value to 1 in case mainCam is in DeferredLighting Rendering Path if (refCam.actualRenderingPath == RenderingPath.DeferredLighting) { aa = 1; } // In case MSAA is enabled in forward/vertex lit rendeirng paths - depth buffer contains garbage else if (aa > 1) { depthAvailable = false; } // Check if framebuffer depth data availability has changed if (isDepthAvailable != depthAvailable) { isDepthAvailable = depthAvailable; // Update ZWrite value for all highlighting shaders correspondingly (isDepthAvailable ? ZWrite Off : ZWrite On) Highlighter.SetZWrite(isDepthAvailable ? 0f : 1f); if (isDepthAvailable) { Debug.LogWarning("HighlightingSystem : Framebuffer depth data is available back again and will be used to occlude highlighting. Highlighting occluders disabled."); } else { Debug.LogWarning("HighlightingSystem : Framebuffer depth data is not available and can't be used to occlude highlighting. Highlighting occluders enabled."); } } // Set global depth offset properties for highlighting shaders to the values which has this HighlightingBase component Highlighter.SetOffsetFactor(offsetFactor); Highlighter.SetOffsetUnits(offsetUnits); // Set this component as currently active HighlightingBase before enabling Highlighters current = this; // Turn on highlighting shaders on all highlighter components int count = 0; for (int i = 0; i < highlighters.Count; i++) { if (highlighters[i].Highlight()) { count++; } } // Do nothing in case no Highlighters is currently visible if (count == 0) { current = null; return; } // If frameBuffer.depthBuffer is not available int w = Screen.width; int h = Screen.height; int depth = 24; // because stencil will be rendered to the highlightingBuffer.depthBuffer // If frameBuffer.depthBuffer is available if (isDepthAvailable) { w = frameBuffer.width; h = frameBuffer.height; depth = 0; // because stencil will be rendered to frameBuffer.depthBuffer } // Setup highlightingBuffer RenderTexture highlightingBuffer = RenderTexture.GetTemporary(w, h, depth, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Default, aa); if (!highlightingBuffer.IsCreated()) { highlightingBuffer.filterMode = FilterMode.Point; highlightingBuffer.useMipMap = false; highlightingBuffer.wrapMode = TextureWrapMode.Clamp; } // Clear highlightingBuffer colorBuffer and clear depthBuffer only in case frameBuffer depth data is not available RenderTexture.active = highlightingBuffer; GL.Clear((isDepthAvailable ? false : true), true, Color.clear); // Use depth data from frameBuffer in case it is available. Use highlightingBuffer.depthBuffer otherwise RenderBuffer depthBuffer = isDepthAvailable ? frameBuffer.depthBuffer : highlightingBuffer.depthBuffer; if (!shaderCameraGO) { shaderCameraGO = new GameObject("HighlightingCamera"); shaderCameraGO.hideFlags = HideFlags.HideAndDontSave; shaderCamera = shaderCameraGO.AddComponent <Camera>(); shaderCamera.enabled = false; } shaderCamera.CopyFrom(refCam); //shaderCamera.projectionMatrix = mainCam.projectionMatrix; // Uncomment this line if you have problems using Highlighting System with custom projection matrix on your camera shaderCamera.cullingMask = layerMask; shaderCamera.rect = new Rect(0f, 0f, 1f, 1f); shaderCamera.renderingPath = RenderingPath.Forward; shaderCamera.depthTextureMode = DepthTextureMode.None; shaderCamera.allowHDR = false; shaderCamera.useOcclusionCulling = false; shaderCamera.backgroundColor = new Color(0, 0, 0, 0); shaderCamera.clearFlags = CameraClearFlags.Nothing; shaderCamera.SetTargetBuffers(highlightingBuffer.colorBuffer, depthBuffer); // Get rid of "Tiled GPU Perf warning" if we're not in debug mode #if !DEBUG_ENABLED frameBuffer.MarkRestoreExpected(); #endif shaderCamera.Render(); // Extinguish all highlighters for (int i = 0; i < highlighters.Count; i++) { highlighters[i].Extinguish(); } // Highlighting buffer rendering finished. Reset currently active HighlightingBase current = null; // Create two buffers for blurring the image int width = highlightingBuffer.width / _downsampleFactor; int height = highlightingBuffer.height / _downsampleFactor; RenderTexture buffer = RenderTexture.GetTemporary(width, height, 0, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Default, 1); RenderTexture buffer2 = RenderTexture.GetTemporary(width, height, 0, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Default, 1); if (!buffer.IsCreated()) { buffer.useMipMap = false; buffer.wrapMode = TextureWrapMode.Clamp; } if (!buffer2.IsCreated()) { buffer2.useMipMap = false; buffer2.wrapMode = TextureWrapMode.Clamp; } // Copy highlighting buffer to the smaller texture Graphics.Blit(highlightingBuffer, buffer, blitMaterial); // Blur the small texture bool oddEven = true; for (int i = 0; i < iterations; i++) { if (oddEven) { FourTapCone(buffer, buffer2, i); } else { FourTapCone(buffer2, buffer, i); } oddEven = !oddEven; } // Upscale blurred texture and cut stencil from it Graphics.SetRenderTarget(highlightingBuffer.colorBuffer, depthBuffer); cutMaterial.SetTexture(ShaderPropertyID._MainTex, oddEven ? buffer : buffer2); DoubleBlit(cutMaterial, 0, cutMaterial, 1); // Cleanup RenderTexture.ReleaseTemporary(buffer); RenderTexture.ReleaseTemporary(buffer2); }